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RttToEE: Moathouse climax battle - Need advice!
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<blockquote data-quote="BiggusGeekus" data-source="post: 2481586" data-attributes="member: 1014"><p>A little light on melee and traps. That'll come back to haunt them unless the Warlock turns into Mr. Diplomat/Bluffguy.</p><p></p><p></p><p></p><p>Round 1: Both clerics cast <em>obscuring mist</em> between themselves and the party. This eliminates the party's range attacks. They're going to want to cast through this, so read up on the spell and decide if they can. The clerics move 30' to get line of sight if they can.</p><p></p><p>Zombies, grick, and gnolls advance as fast as the slowest one of them will permit. Zombies move 30' but can not run. If the party is further away than 60', the gnolls and grick will advance independant of the zombies.</p><p></p><p>The assassin casts <em>True Strike</em> and positions himself near the cleric.</p><p></p><p>Round 2: Both clerics cast <em>cause fear</em> on the fighter/cleric if able. One of the two castings should stick. </p><p></p><p>Zombies, grick, and gnolls advance as fast as the slowest one of them will permit. If they are within striking range, they move to attack the closest spellcaster.</p><p></p><p>Assassin jumps the cleric with poisoned blade (go after the Cleric's CON) and death attack. It is not unreasonable to assume the assassin has been studying the cleric. The combination of sneak attack, poision, and death attack means that if the assassin hits, the cleric is in deep doo-doo. Your party cleric will probably scream in rage at this point, so be sure you've done everything by the book.</p><p></p><p>Round 3: If all goes well your three spellcasters should be in melee with the zombies, grick, and gnolls. The two healers should be out of the combat. </p><p></p><p>If able the clerics both cast <em>command</em> on one of the spellcasters (or the cleric or cleric/fighter) if either remain standing. The command will be to "fall", which will put them at +4AC to melee attacks. </p><p></p><p>As of now you are looking at two potential character deaths with the fighter/cleric getting ready to return in a round or two. The assasin will, in order of preference:</p><p></p><p>1) make a coup de gras attack on the cleric</p><p>2) take a stab at a wounded party member</p><p>3) take a stab at the closest person available.</p><p></p><p>Round 4: The party will have likely done a good job on the melee fighters. The gnolls will probably run if it looks bad. The assassin will probably drop another <em>obsuring mist</em> and run for it. He gets a disguise type spell later on, so he can extract his vengence the next time the party sleeps at an inn. The clerics are out of decent spells and will probably try to run for it.</p><p></p><p>Issues:</p><p></p><p>The key is the inital placement of the clerical <em>obscuring mist</em>. The idea is to prevent the party from targeting the advancing melee fighters.</p><p></p><p>If the asassin is surprised he will probably not be able to make his death attack on the cleric. Ah well. At least he has +4d6 of sneak attack damage. If the cleric does not drop right away, he'll be a target for the gnolls while the zombies and grick attempt to take care of the other spellcasters. </p><p></p><p>That's how I'd use your given forces. The wildcard/optional forces you already have some pretty good ideas for.</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2481586, member: 1014"] A little light on melee and traps. That'll come back to haunt them unless the Warlock turns into Mr. Diplomat/Bluffguy. Round 1: Both clerics cast [i]obscuring mist[/i] between themselves and the party. This eliminates the party's range attacks. They're going to want to cast through this, so read up on the spell and decide if they can. The clerics move 30' to get line of sight if they can. Zombies, grick, and gnolls advance as fast as the slowest one of them will permit. Zombies move 30' but can not run. If the party is further away than 60', the gnolls and grick will advance independant of the zombies. The assassin casts [i]True Strike[/i] and positions himself near the cleric. Round 2: Both clerics cast [i]cause fear[/i] on the fighter/cleric if able. One of the two castings should stick. Zombies, grick, and gnolls advance as fast as the slowest one of them will permit. If they are within striking range, they move to attack the closest spellcaster. Assassin jumps the cleric with poisoned blade (go after the Cleric's CON) and death attack. It is not unreasonable to assume the assassin has been studying the cleric. The combination of sneak attack, poision, and death attack means that if the assassin hits, the cleric is in deep doo-doo. Your party cleric will probably scream in rage at this point, so be sure you've done everything by the book. Round 3: If all goes well your three spellcasters should be in melee with the zombies, grick, and gnolls. The two healers should be out of the combat. If able the clerics both cast [i]command[/i] on one of the spellcasters (or the cleric or cleric/fighter) if either remain standing. The command will be to "fall", which will put them at +4AC to melee attacks. As of now you are looking at two potential character deaths with the fighter/cleric getting ready to return in a round or two. The assasin will, in order of preference: 1) make a coup de gras attack on the cleric 2) take a stab at a wounded party member 3) take a stab at the closest person available. Round 4: The party will have likely done a good job on the melee fighters. The gnolls will probably run if it looks bad. The assassin will probably drop another [i]obsuring mist[/i] and run for it. He gets a disguise type spell later on, so he can extract his vengence the next time the party sleeps at an inn. The clerics are out of decent spells and will probably try to run for it. Issues: The key is the inital placement of the clerical [i]obscuring mist[/i]. The idea is to prevent the party from targeting the advancing melee fighters. If the asassin is surprised he will probably not be able to make his death attack on the cleric. Ah well. At least he has +4d6 of sneak attack damage. If the cleric does not drop right away, he'll be a target for the gnolls while the zombies and grick attempt to take care of the other spellcasters. That's how I'd use your given forces. The wildcard/optional forces you already have some pretty good ideas for. Happy gaming! [/QUOTE]
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